Genet

Clan Lupron

Wolf-kin warriors and leaders with remarkable senses and natural pack instincts.

Clan Lupron

The Lupron were forged as warriors, bred from the fusion of human and wolf by the dark alchemy of Matrig Galphane. Designed to be relentless foot soldiers and instinctive tacticians, they fought and died in battles not of their choosing. However, even under Galphane's rule, their sense of loyalty extended only to those they deemed worthy—not the tyrant who sought to control them.

The Lupron were Galphane's foot soldiers and commanders. An alchemical joining of human and wolf, they have remarkable sense of hearing and smell, and a natural instinct for pack dynamics. One Lupron warrior is deadly in their own right, but there are few that can hold their own against a group of them.

After their emancipation, the Lupron fell naturally into many of the leadership roles among the Genet, and filled much of the ranks of what passed for a military—though, after a century of living only for war, the Genet as a people were largely weary of fighting. The Genet militia primarily served as protection from the dangers of the frozen south, and as law enforcement where needed.

Since their emancipation, the Lupron have carried their martial instincts forward, though not in endless war. Among the Genet, they became leaders, defenders, and enforcers of justice—roles they adopted as naturally as breathing. Though their people no longer march under banners of conquest, they remain watchful protectors, carrying the burden of their past with quiet strength.

Since arriving in Thaedros, the Lupron and Ursol together have led their people to the far south of Arakol, and are perhaps better suited to surviving the wilds of Thaedros than any of the other races. They maintain some trade and some cooperation with Yldan and Enethir, and work often as hired guides, but otherwise prefer to keep largely to themselves. A mere thousand years has not quite been enough to ease the racial memory of their origins, and the Genet do not especially trust the other races—though, they treat more often with the Ashaazi elves than perhaps any other people.

On Thaedros, the Lupron have helped lead their people to the far south of Arakol, forging a new homeland in the untamed wilds. While they maintain trade with Yldan and Enethir, they trust few outside their own kind. Their past as weapons of war still lingers in their racial memory, and though they do not seek conflict, they are always prepared for it. More than any other people, the Lupron understand that survival is a battle fought every day.

Racial Traits

Special Abilities

Heightened Senses You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics When an ally is within 5 feet of your target, you have advantage on attack rolls against that target.

Relentless Endurance When you are reduced to 0 hit points but not outright killed, you can drop to 1 hit point instead. Once you use this trait, you must finish a long rest before using it again.

Savage Strikes When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Basic Traits

Languages You can speak, read, and write Common and one other language of your choice.

Size Lupron typically stand between 5.5 and 6.5 feet tall. Your size is Medium.

Speed Your base walking speed is 30 feet.

Backgrounds

Pathfinder

Lupron are natural scouts, gifted with an innate sense of direction and an unerring ability to track quarry across vast distances. You have spent years guiding others through the unknown, whether leading hunting parties, patrolling borders, or forging new trails in the wilderness.

  • Skill Proficiencies: Survival, Athletics
  • Tool Proficiencies: Cartographer's Tools
  • Languages: One of your choice
  • Feature: Master Tracker - You can accurately determine how long ago a creature passed through an area and how fast it was moving. Additionally, when tracking creatures, you learn their approximate number and whether they are injured, fatigued, or otherwise impaired.
  • Ability Score Increases: +2 Wisdom, +1 Strength

Shield of the Pack

As a protector of your people, you have stood between them and the dangers of the wild. Whether as a warrior defending a settlement or a guardian escorting travelers, you have dedicated yourself to ensuring the safety of others.

  • Skill Proficiencies: Insight, Intimidation
  • Tool Proficiencies: Smith's Tools
  • Languages: One of your choice
  • Feature: Defensive Instincts - When rolling initiative, if you are not surprised, you can swap your initiative roll with that of an ally within 30 feet. Additionally, when an ally within 5 feet of you is attacked, you can use your reaction to impose disadvantage on the attack roll once per long rest.
  • Ability Score Increases: +2 Strength, +1 Charisma

Ghost in the Snow

The Lupron thrive in the harshest environments, their resilience allowing them to vanish into the landscape with ease. You were raised in the frozen wastes or high mountain passes, mastering the art of moving unseen and enduring extreme conditions.

  • Skill Proficiencies: Stealth, Perception
  • Tool Proficiencies: Herbalism Kit
  • Languages: One of your choice
  • Feature: Coldborn - You have resistance to cold damage, and difficult terrain caused by ice or snow does not slow your movement. You also have advantage on checks to avoid exhaustion from extreme cold.
  • Ability Score Increases: +2 Dexterity, +1 Wisdom